[x3d-public] Avatars
Joseph D Williams
joedwil at earthlink.net
Wed Oct 26 10:00:54 PDT 2022
With discussion of avatar(s) continuing,
I want to say that of course, any avatar
plan must include a clear consideration
of the idea that any proposed concept for
International Avatar Standard could and
maybe should be expressed as a carefully
crafted Part or Clause or Appendix to our
current Web3D X3D Hanim Standard.
This means consideration of details such as:
scale, levels of articulation, levels of mesh detail,
initial pose before animation, reusable animations
Avatars - Three main thoughts
1. 'Standard' skins
'Standard' initial pose
'Standard' human scale
'Standard order of points
as appear in user code
(top to bottom, grouped by appendage)
'Standard' number of points
basic, intermediate, realistic
'Standard' default texture mapping
'Standard' feature/interaction locations
2. 'Standard' skeletons
Level 0 = avatar handle only (root joint)
Avatar always has root
root at hips or floor?
(root and skin/segment geometries only)
Various level of articulation
Basic names/numbers for joints, segments, features
basic stick man j joints, s segments, f features
hands and feet joint completeness
realistic medical = all joints, segments, features
3. Compatible with web3D X3D hanim
Why not, it is the World Standard and
If we need a particular skeleton,
then hanim can support any and all.
If we need a particular set of special skin(s)
then hanim can support them.
If we need various styles of animation
then hanim can support any and all.
Makes a teachable 'Standard' Avatar showing
progression from most basic presentation/interaction
features from simple hobby to full medical.
Provides authorable, customizable, extensible
humanoid skeleton-based character.
Simple names/numbers for joints and segments and
surface/internal feature points are easy to
understand with realistic hierarchies for someone
to start with and build on.
Thanks for fun with hanim,
Joe
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